Author Topic: Weapon History  (Read 1353 times)

Araye

  • Hydlaa Citizen
  • *
  • Posts: 277
    • View Profile
    • The Enlightened
Weapon History
« on: December 28, 2005, 11:29:43 pm »
I\'d like the powerful weapons (maybe these weapons haven\'t been introduced yet) to have a lineage or pedigree.  Who crafted them, used them, for how long...

Once someone gets a hold of something powerful, they tend to hold onto it, but eventually something better comes along and the old weapon is pasted on.  That transfer would be recorded and the history would write itself.  It might also be nice if the owner could read-only embellish the history as well.

I think this would add a nice touch.

It doesn\'t have to be just weapons.  It could be for all items, or maybe all items created by player characters.

Just a thought.


Araye

zanzibar

  • Forum Legend
  • *
  • Posts: 6523
    • View Profile
(No subject)
« Reply #1 on: December 31, 2005, 10:09:54 am »
I\'ve often passed on the history behind a particular weapon in game, but it was just \"orally\" (/say).  I think that\'s as far as it should go.  When you just pick up something at a garage sale, you don\'t automatically know everything about it.  You might have a good guess, but you don\'t look at it and get that kind of information unless it\'s written on it, or if there\'s a note attached to it etc.

I think that an oral history would be as far as you could go.  At least, until there\'s note and letter making in the game.  I don\'t think that weapons will be enscribed with special ruins, signatures, symbols, etc, though that would be cool.  As far as people writing descriptions for the weapons they make, there\'s too much opportunity for abuse, plus it would cause a lot of lag and would take up a lot of memory as well (I\'m assuming).
Quote from: Raa
Immaturity is FTW.

Karyuu

  • Forum Legend
  • *
  • Posts: 9341
    • View Profile
(No subject)
« Reply #2 on: December 31, 2005, 10:18:23 am »
Would be neat, however, to have crafters/smiths embed their own mark onto their products, that\'ll show up in the item description as something akin to \"You notice that [ item ] carries a mark of the crafter (smith, forger, etc.) [ name ].\"  It\'ll be nice to recognize items of \"reputable\" and trusted makers, based on their branding ;) Beyond that though, knowing who owned the item previously will make sense only as Zanzibar stated, I think.
Judge: Are you trying to show contempt for this court, Mr Smith?
Smith: No, My Lord. I am attempting to conceal it.

Zra'al

  • Traveller
  • *
  • Posts: 13
    • View Profile
(No subject)
« Reply #3 on: December 31, 2005, 08:57:16 pm »
maybe \'unqie\' weapons that are some how special, i.e a weapon that has, say, 25% chance of doing a special magic atk.
Maybe the PC crafter smither people that have the right spells could cast these into the weapons they make, i think it would be great for RPing
Play MMORPGs...now... I SAID NOW!!!

Karyuu

  • Forum Legend
  • *
  • Posts: 9341
    • View Profile
(No subject)
« Reply #4 on: December 31, 2005, 09:07:59 pm »
To be a smith and a magic wielder is a hard thing ;) But this idea is a good one, and has been discussed before. The key is really making such weapons rare enough for them to mean something - so that weapons with magical qualities aren\'t stacking up in someone\'s closet.
Judge: Are you trying to show contempt for this court, Mr Smith?
Smith: No, My Lord. I am attempting to conceal it.

Draklar

  • Forum Legend
  • *
  • Posts: 4422
    • View Profile
(No subject)
« Reply #5 on: December 31, 2005, 09:43:59 pm »
Quote
Originally posted by Karyuu
To be a smith and a magic wielder is a hard thing ;)
Actually, \"Spells of the Red Way can also instill courage and strength into companions or other creatures. Most spells in this Way are fire related, and the majority of metal workers have knowledge of it.\"
AKA Skald

Karyuu

  • Forum Legend
  • *
  • Posts: 9341
    • View Profile
(No subject)
« Reply #6 on: December 31, 2005, 09:46:07 pm »
True, but I\'m pressuming you\'re going to have to train both to a pretty high state to be \"good\" at applying it :)
Judge: Are you trying to show contempt for this court, Mr Smith?
Smith: No, My Lord. I am attempting to conceal it.

Draklar

  • Forum Legend
  • *
  • Posts: 4422
    • View Profile
(No subject)
« Reply #7 on: December 31, 2005, 09:50:17 pm »
My assumption is that you have to train in Red Way to actually be a good smith. I guess it enhances skills in controlling the fire and manipulating it to be more efficient.
AKA Skald

Araye

  • Hydlaa Citizen
  • *
  • Posts: 277
    • View Profile
    • The Enlightened
@zanzibar
« Reply #8 on: January 01, 2006, 08:55:27 pm »
You know, I think you\'re right about that.  You wouldn\'t know the history of it, just like Bilbo knew nothing of the one ring.  I\'m not saying the weapons we create are anywhere near the one ring of course...

Unless someone writes down the history and rumours about an object, there is no knowledge.

So I\'ve been poisoned by technology.

zanzibar

  • Forum Legend
  • *
  • Posts: 6523
    • View Profile
(No subject)
« Reply #9 on: January 02, 2006, 05:18:00 am »
Quote
Originally posted by Araye
You know, I think you\'re right about that.  You wouldn\'t know the history of it, just like Bilbo knew nothing of the one ring.  I\'m not saying the weapons we create are anywhere near the one ring of course...

Unless someone writes down the history and rumours about an object, there is no knowledge.

So I\'ve been poisoned by technology.




Someone has said that I\'m right about something!  Woot!
Quote from: Raa
Immaturity is FTW.

Ceren_Eriadan

  • Wayfarer
  • *
  • Posts: 2
    • View Profile
(No subject)
« Reply #10 on: January 07, 2006, 11:13:30 pm »
I have to admit this idea is good, as I (in chance ignorance) made a mostly similar thread on the subject. Naturally, it would require much tweaking to gain optimum use versus hindrance.

Perchance, every weapon having a history would be be rather nifty in-game, as pointed out and discussed herein. But it is also logical that it would drain resources and power.

And here I thought I had an uncommon idea, when one was already existing. Might as well beg for a moderator to cut it loose and paste here, after which I could remove parts already discussed here and reinforce the structure in the areas that aren\'t so common.

Please?

Karyuu

  • Forum Legend
  • *
  • Posts: 9341
    • View Profile
(No subject)
« Reply #11 on: January 07, 2006, 11:48:32 pm »
Unfortunately these boards don\'t allow for thread merging, so if you\'d like, you could remake your post here (with the tweaks you want) and I\'ll remove your other thread :)
Judge: Are you trying to show contempt for this court, Mr Smith?
Smith: No, My Lord. I am attempting to conceal it.

Ceren_Eriadan

  • Wayfarer
  • *
  • Posts: 2
    • View Profile
(No subject)
« Reply #12 on: January 08, 2006, 12:44:45 am »
Thanks to Karyuu for helping me out :)

I tried to tidy it up so that there would be less already discussed points and the sort. Mostly this is aimed towards creating sage-type questing to familiarise the character (and the player) with the history of some specific weapons.
This is also an idea that crosses between some lore- and appraising skills seen in other games (with the exception that the player has to interact for some of the knowledge, or even quest for a bit of knowledge).

Part the One: Possible Sources of Knowledge
Word of Mouth; Sage-type know-it-alls ; Divining Magicks; Archeology/Field Study ; Study/Research

All of these sources often mingle together. Followed by brief, surface-scraping descriptions.

Word of Mouth:
Previous owners usually know something of an item. They might have smithed or crafted it themselves or purchased it from a merchant that might know something more about it. Some being that has an extremely long lifespan might remember a rumour of the time, or even have seen the object/item with his/her/its own eyes.
-I can see a \"Relate the item\'s history? Yes/No\" question

Sagely Types:
They might have some knowledge, depending on their field of study. This can take time and is less intimate than studying historical references on your own. Who knows, a Sage might even have ulterior motives?
-As a rule of thumb, the visibilty or use of an item/object during an event would either limit or hasten the knowledge a sage (or, see below for Study) can glean about it. A legendary sword or suit of armor might be quite easily identified via the texts, whereas a banner or a goblet might not possess the same importance (consider the religion and political value of the item, and how people could have reacted to it).

*Divining Magicks:
I include this only as a prospect, for I have no knowledge if such magicks are ever going to be in the game. Nonetheless I will include some of the ideas on this, as well.

Archeology/Field-study:
Getting a clue from a Sage or a Book might point out a ruin (or ruins) where more information could be gathered. It might not necessarily be a ruin, and could also be a location, such as a rebuilt section in a library, where a chamber has been barred or masoned over. The line between this and Study/Research is often blurred.

Study/Research:
There are books and folklore in almost every world. It is only a matter of dedication and the ability to cross-reference to find out some fragments of truth. Research often incorporates Field-study, so the prospect of having to interview several elders in differing towns within a region for different versions of a story can be a possibility.

*Unsure

Part Two: How could it work?

First things first, the idea could be incorporated with more unique items that have a higher chance of being noteworthy within a world. After that one could start looking for making the history function available for all (or most of) the objects in-game.

I\'ve thought about this for a while, and it is but the skeleton for an idea. Something more capable minds can cannibalise for ideas for the future.

Possible object history context:

Divine events:
Just like Major events (or minor events that fall just short of being a major event). The idea is that a deity has been a strong part of the event, maybe even in direct contact with the object in question. Depending on what lore specialists say about the matter.
- Considering \"Divination\", these events would be blocked from a spell, thus forcing the character to study the age or use other methods to discover the knowledge.

Major events:
Major battles in wars, where the object was in the possession/wielded by a hero, a general or a legendary figure (that includes healers, as well). Cataclysmic or apocalyptic events that wiped out an entire civilisation or a race. Some highly famous duels could be considered major events. Even some events that could be considered \"minor\", but have become legends for the same reason bards and ministrels sing about them.
-Considering \"divination\", these events would be the first for the character to find out if he succeeds in casting a specific spell.

Minor events:
In general, tales that are major in a locale with a few towns could be considered Minor to the whole kingdom/nation/government. When people of less import to storytellers duel, these are minor events.
-Considering \"divination\", these events would be the last for the character to find out if he or she succeeds in casting a specific spell.

Imagine that you would have a blank \"history of\" or similar window on a weapon. You would not immediately know if it has a name, and it would only have a description of how it looks. The person you gain the item from would relate what he knows about it, depending on how the item was gained from him/her/it.
Now, you would have a vague outline of the history of the item, and possibly a name for it. And you would probably want to know more about it? The options are quite limitless, but I see them as something that would consume time. It might even take the developers time out of another update that is more waited for.

Nonetheless, this is a \"developing in-game history\" concept, an skeletal idea, if you will.

The Historical part is very much quest-driven, and maybe even has qualities that some players might consider worthwhile for their characters. This would also include limiting the availability of certain objects from unique (one exists) to sets (x-person/race made x-amount of these items). Perhaps the characters could even scribe books on items they have researched? Not necessarily actually letting the players write them, but at least making scripted books that would unlock more information on the history of the weapon?

However, the \"Named Weapons\" part is the real timetaker, as it would include the Historical Weapons context and add it to player created items. This way, future events could have a similar effect on creating famous or infamous objects for future PlaneShifters.

Allucard

  • Wayfarer
  • *
  • Posts: 3
    • View Profile
(No subject)
« Reply #13 on: February 24, 2006, 02:19:12 pm »
Hi,
maybe some realy good weapons need 5 Smith and 3 Mages work on it to create a realy powerfull weapon with havy magic and a special blade or something then if the weapon used in many battels you just know who used it in this battles and maybe who created it like excalibur

sorry for my bad english ;)
------------------------------
sorry for my bad english i hope you know what i mean ;)
------------------------------

telstarr

  • Wayfarer
  • *
  • Posts: 4
    • View Profile
(No subject)
« Reply #14 on: February 24, 2006, 04:51:21 pm »
Ceren, that is completely brilliant.  I\'ts somthing I\'ve wanted to see in a game, but never have.  

also, the idea of smiths marking their weapons, or naming them in the case of exceptional weapons can open the doors for an unbelieveable amount of RP chances.  

It could also be extended to players themselves in certain situations.  i.e.- Duncan Rocksplitter, while working near his family home, is attacked by an large group of orcs (yes I know there are no orcs in PS, it\'s a example), and even though a group half that size would be able to kill him without so much as batting am eyelash, he manages to defeat them.  After which he declares \"From this day forth, this axe shall be known as Skullreaver, for it has certainly earned that name today.

Or, after a duel of importance, a warriors blade me be named for his slain foe.

This is one idea that has endless possibilities, not to mention endless openings for RP.  I would certainly like to see it make it into the game.  And also wouldn\'t mind working on it myself.
\"Life is too short to be taken seriously\" - Stygian Nocturne